
All
About Formations
So, let’s talk about this a bit… what in the world are
Formation cards?
First, Formations are a subset of Action cards. They have the red
Action frame, they look just like an Action card, and have specific
timing rules involved as to when you can play them. Think of them as
Terrains, since they are a TYPE of Battle Action.
At its core, Legend of the Five Rings is a card game about combat.
Players recruit Personalities from their deck, form them into Units and
Armies, and meet their opponent’s forces on the field of Battle in order
to dominate the Provinces they control. Formations are a type of Battle
Action that affects how you assign your Units, and rewards a player for
meeting the conditions stated on the card. They are primarily designed
for military decks, and more importantly, decks that use Samurai and
Bushi. While there are Formation cards that do not require either
Samurai or Bushi, for the most part, they are cards that Samurai and
Bushi-based decks will enjoy.
How are Formation cards played?
Formations are Battle Actions, and are played as Battle Actions. For
the purposes of how they interact with the Naval ability, they work just
like a Terrain (they cannot be played as the first action at a Battle
during a Naval Invasion). BUT, unlike other types of Battle Actions,
immediately after the controlling player plays a Formation card, he gets
to play another Battle or Open Action… whether it be another card, a
printed ability on the Formation card, or an ability that the Formation
card grants other cards already in play.
For example: I am a Mantis player with Naval-only Personalities,
declare an attack, and do not declare a Naval Invasion. I play Sneak
Attack at the first battle being resolved, and then play a Formation
card. Immediately after that, I play Tsuruchi Technique.
What do Formation cards look like?
There are three parts to a Formation card: the Type of Formation,
how the Formation is Formed, and the Ability or Action the card grants
when the Formation is met at that Battle.
Type:
In the trait area, you will see either Reserve Formation, Flank
Formation, or Center Formation. At this current point in time (the
release of The Hidden City expansion), the three different types do not
have a specific mechanical meaning, but instead serve as flavor — a way
to distinguish the different types of Formations, loosely based on the
mechanics of the card. Like adding the Elemental Traits (Air, Earth,
Fire, Water, and Void) to Shugenja, Spells, and Kihos, should the Design
Team opt to expand the Formation mechanic, the different types have been
built-in at the “ground floor.”
Formed: Directly underneath the trait area specifies how the
Formation card is “Formed.” Formation cards have requirements that must
be met in order to be played, AND ALSO for their effects to take place.
For example: a Formation card may read “Formed by one Shugenja
Personality and one Samurai Personality.” To play this card, you must
have at least one unit lead by a Personality, and another unit lead by a
Shugenja. Should the card read, “Formed by two Samurai Personalities and
one Ninja Personality,” a player cannot play the card with any less than
three Personalities (a single Personality could have both the Samurai
and Ninja trait on them).
Ability or Action: Once the card is played, the controlling
player gets the benefit or ability written on the card. Some of the
Formations grant your Personalities at that battle a Battle Action
ability, while others create an action that you can use independently
from your Personalities at that Battle. NOTE: in order to use the
abilities or actions printed on the card, the controlling player must
maintain the formation. Should a player not meet the conditions required
to play the Formations, then his Units are no longer “in formation” at
that Battle.
Let’s look at some examples…
Now that we’ve discussed a little about what Formation cards are,
I’d like to talk a little about how they’re played. Formations can be
the ultimate threat, since your opponent never knows exactly which
Formation you have in your hand, when your army meets the requirements
(until you play it), and — most importantly — WHEN you are going to play
it.
Many will play a Formation card at the first opportunity. While it
makes a good deal of sense to play one toward the beginning of a Battle,
you always have the option of holding off and playing it later. In some
cases, the element of surprise will make or break a Battle!
For example, let’s say you’re playing the Formation Kiss of the
Scorpion:
Kiss
of the Scorpion Reserve Formation
Formed by two Samurai Personalities and one Ninja Personality.
When this Formation enters play, you may look at an opponent’s Fate
hand. Battle: Twice this battle, bow an opposing Personality who
has no attached cards, or bow one of your Personalities to bow an
opposing Personality.
Here is a Formation that is full of tricks. Let’s say you’re using
Yogo Towers, which grants all your Samurai the ability to bow a
Follower, or a Personality with no attached Followers. Normally, you
might think twice about including a Ninja or two in your mix. Now here’s
an incentive! With Kiss of the Scorpion, your Ninja Personality can
become a real threat a moment’s notice. A Formation like this opens up a
multitude of options to you so that you can win your Battles:
- Assign your Ninja with your two other Samurai to a Battle.
- Hold off on assigning the Ninja, and move him into the Battle
later.
- Playing the Formation early in the Battle, to bow a large opposing
Personality right away (remember, you get to use an Action immediately
after playing the Formation).
- Playing the Formation late in the Battle if you’re losing — to
force your opponent to bow two of his unbowed Personalities (the first
ability does not require you to bow one of your one Personalities to
do so). I am sure many of you can think of more ideas on how to use
this card than I could possibly hope to list in this article. But it
should be clear that WHEN a Formation is played, and WHEN you decide
to create the Formation, can make all the difference in the world.
As you’ve probably already deduced by now, “Movement and Send Home
are King” in the Diamond Environment, and Formations make that even more
so. If you are playing against a Formation, then being able to force
your opponent to break a Formation can become critical to the success of
a Battle. Conversely, being able to maintain a Formation, or being able
to create a Formation where once there was none, adds the element of
surprise needed to create a victory. While this can be very easy for
some clans (Unicorn), all the clans have a body of cards at their
disposal already to take advantage, or foil a Formation.
All of this adds an additional layer of depth and strategy to the
game without creating detailed, hard-to-explain rules. Combat becomes
more strategic, and deck composition — as well as how Battles are
executed — rewards players who are able to implement Formations and take
advantage of the benefits they offer.
Let’s look at one more example of how a simple Formation mechanic can
greatly expand the options you will have in your games:
Iron Pillar Center Formation Formed by two Samurai or Bushi
Personalities, each with a Follower or Armor. Reaction: Before a
Personality in your army is destroyed, bow one of your Followers in this
battle to negate the destruction.
This is the type of Formation that can go into a multitude of
decktypes, and can be used both defensively or offensively. It can be
played just before you create a duel —thereby ensuring you do not lose a
Personality — or it can be played before you launch some Retribution.
The possibilities are limitless.
So that about wraps up my intro to Formations. I will try my best to
field questions and responses throughout the week. Next week, I will
talk about the large number of Nezumi in The Hidden City, and discuss
some of the emerging themes you can expect to see.
Some Really Really Basic FAQ
How many Formations can we expect to see in The Hidden City?
The initial offering is about a dozen. The majority of them will
have requirements that almost every clan can fulfil (the Kiss of the
Scorpion in the example above is one of the few Formations in this set
that requires a Personality type that few clans have, the rest have MUCH
broader requirements).
Can Kyuden Ikoma cancel a Formation?
Yes, Formations are a type of Battle Action.
If my Formation is broken during Battle, can I still use the
card’s effects?
No, not until you have “reformed” the Formation.
If I play a Formation at a Battle, and move all of my units to
another Battle, does the Formation move with it?
No, the Formation stays at the current Battle until its Resolution.
Are there other card in The Hidden City expansion that play off of
Formations?
Yes, a couple. There are some cards that trigger once a Formation is
in play at the Battle they are in.
Will be printing more Formations in future expansions?
Yes, we are planning to expand Formations in future sets. It has the
possibility of becoming a staple, like Terrains.
Can I play a Formation during an Ambush?
Yes, provided you can Form those specific units within that Battle
(good luck!).
Can I have more than one Formation in play at a Battle?
Good question! I don’t know! I forgot to ask Jeff during lunch
today, and just thought of the question a moment ago. I am sure he will
expound upon Formations in the weeks to come, and answer all the rulings
questions that spring to mind that I cannot think of in this premise.
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